forum i need a place to lore dump/world build, so here it is
Started by @IcarusFightsTheSun book
tune

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@IcarusFightsTheSun book

this is the basics of my world, once i've got most of it down i can start refining it.
if anyone decides to read this, ask as many questions as possible lol, i can almost guarantee i have an answer for it

so, three realms, three gods and basically a million different fantasy races mashed together.
(according to what the humans believe/know) the gods are Skiran: goddess of the future, fae, spirits and the spirit realm. Earth (name in workshop): goddess of the present and the living/physical world. Daifyr: god of the past, the daimon realm, daimons(demons lol), and the afterlife.

the living realm is your classic fantasy world, magic beasts and random races galore. (IM GOING TO GET BACK TO THIS AT SOME POINT)
the spirit realm over lays the living realm, in it live the souls of the yet to be born (Skiran is constantly creating new souls), the ghouls who are corrupted souls, and lastly all the spirits (ghouls, souls and spirits can all be called spirits) who are rare and sometimes end up in between the spirit and living realms.

Skiran knows every single person, creature and thing that will ever need a soul, (and without a soul, living creatures are basically brain dead), but Skiran doesn't concern itself on where or when a soul is needed so it'll just drop new souls where/whenever. the soul can feel when it's where it's supposed to be, and it can feel how close it is until it needs to be there, but they still have to wander around until it finds it's vessel.
the most common ghoul is created when a soul can't get into it's vessel or is trapped. being denied a physical body fills the soul with resentment/anger/envy/depression etc. and that's what turns it into a ghoul. a body without a soul, if not given external help, dies quickly. however, a vessel can also be hijacked by other spirits, as long as there isn't an (unwilling) soul/spirit inside. (ghouls will often take over an empty vessel, some may retain memories from their time as a spirit and other may not)

i won't go too in depth about Daifyr and his domains since they aren't too relevant and i haven't focused too much on it, but his 'realm of Daifyr' is where the daimons (a word which i decided comes from 'monsters of Daifyr' because i may as well) live. daimons aren't really mortal beings like you find in the living realm, but are more like magic taken form. otherwise the realm of Daifyr is where spirits who have moved on the the mortal realm go.

@IcarusFightsTheSun book

now onto the living realm:

once again, all the terms will be how common humans refer to things, because pretty everyone will have their own way of referring to things.
starting with races we have the humans, which includes giants, smallfolk(hobbit/dwarf-like) and the common folk(what you think when someone says 'human').
the smallfolk and giants live on their own continent in symbiosis, while very few other races join them there. many of the fauna there are parasitic in nature, having learned to feed off the giants and many others trying to attack the giant's food storage, but the smallfolk act sort of like cats/oxpeckers for the giants in exchange for a part in their society and a share of their recourses.

the common folk are one of the most common types of people, they're considered somewhere in the middle of everyone, as they are not too big or small or primal or magical, lack a primary source of magic and used somewhat as a base model. (they are also theorized to be one of the first people and that most other races came from them)

the next category i haven't really named yet, so for now are called 'the evolved' or 'the earthblooded'.
these are the resident animal people who i directly based off of real animals. there are four 'factions', as i've decided to call them, naturally they are the reptilian, the amphibian, and then the canidae and felidae.

to shorten this, a watered down summary of each one:
canidae; are usually bear/wolf/fox like, they prefer big societies, are generally friendly, and are fine with sharing. they see themselves as more evolved, and put extra focus on technology and separating themselves from their more animalistic counterparts.

felidae; the main felidae are cat like, but their are also raccon/badger/weasel like ones called scavengers. cat felidae prefer small, secluded settlements and excel at hunting. they usually have complex societal, hierarchal and cultural structures that can very from village to village, outsiders are not often very welcome.

scavengers are similar in having complex hierarchies in a small society, but they are more nomadic and also welcoming to others. they're regarded as pests or vermin by most, because of how packs of them will wander from town to town begging, stealing and getting in the way. but otherwise are good workers and great companions as long as you don't mind some things going missing from time to time.

amphibians; there are only really two kinds of amphibians, the surface dwelling toadfolk, who are actually more salamander like. they live in dense jungles or bogs and are extremely rare, and mildly aggressive.
the second type is called burrowfolk or sporefolk, they live underground in giant colonies. they farm a specific kind of magically adapted fungi underground, and are one of the only species able to use magic as an effective supplement. the amphibians are extremely adaptable, and although they rarely leave their respective environments, there aren't many place where they couldn't survive.

reptilians: live pretty centrally in one large desert wasteland. there are three types of reptilians, based on frilled neck lizards, komodo dragons and gila monsters. they are generally friendly to outsiders, but extremely territorial and hostile to other reptilians, so much so that there is a semi-cold war between the three over the entire desert territory. the gila monsters are the ones who want to take over everything, while the komodo dragons want peace but won't settle for any less then a third of the land and resources, and the frilled neck lizards stay at the edge of the war but meddle in it for their own gain.

@IcarusFightsTheSun book

the fae are a bit complicated, so im going to mostly skip over them.
for now though: the fae are directly inspired by all sorts of mythology, but im trying to change that. they are similar to daimons, just replace Daifur with Skiran.

so, about the magic:
each deity is it's own source of magic, each form of magic is what feeds each realm, different magics don't like to mix either.
a short little crash course: spirits and fae are connected to Skiran (therefore having her magic), but because fae don't live in Skiran's domain they only really live around certain spots where Skiran has extended her rule for specifically this purpose, if they leave those places their magic decreases significantly and don't live as long as they would otherwise.

Daifyr and his realm are almost completely shut off from the other two, so his magic and the demons stay there. if a demon ends up in a different realm for whatever reason, they would whither away in pain after a while, since they are beings of pure Daifyr magic, and no longer have any way of sustaining themselves.

the earthblooded are actual, fully living things, so if they have no magic that's it. but instead of longer lifespans or spells or whatever, their magic grants them things such as enhanced strength, speed, senses, etc. it's a natural part of how they are.
(humans lack a primary source, and so can use any type of magic.)

(THE GENERAL MAGIC SYSTEM WAS TOO HARD TO EXPLAIN SO IM SKIPPING IT UNTIL IT'S FIXED)